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Time to Panic box art

Time to Panic

Game ID: GID0452117
Game Info
Year
2025
Players
1-4
Age
14+
Playtime
37 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Cooperative card game where multiversal agents reconstruct a disrupted timeline by placing numbered cards in sequential order while managing escalating chaos

Description

Cooperative card game where multiversal agents reconstruct a disrupted timeline by placing numbered cards in sequential order while managing escalating chaos

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 6 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–6 of 6
Video FciV9ZcUvNk Discussion at 0:33 sentiment: positive
video_pk 67025 · mention_pk 162930
Time to Panic video thumbnail
Click to watch at 0:33 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Allows players to have agency over their turns.
  • Keeps co-op games fun by having secret information.
  • Each person contributes something different to the table.
  • Leads to a memorable experience.
  • Made the host want to get more small box co-op games.
Cons
  • Risk of quarterbacking if agency is not maintained.
  • Less fun if all information is open and players feel like they are playing a one-player game.
Thematic elements
  • Creating a chronological timeline of cards in sequence.
Comparison games
none
Mechanics (from transcript analysis)
  • Card Combos — Each card has different combos that can be used.
  • cooperative play — Players work together towards a shared goal. The host discusses how to maintain fun in co-op games by ensuring players have agency and secret information.
  • Timeline building — Players create a chronological sequence of cards, like building a timeline from 1 to 35.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I know a lot of people don't like co-op games because there's usually one person that is quarterbacking the whole situation, aka they are taking control of everyone's choices and decisions.
  • I think that's what keeps co-op games really fun is when that each person brings something different to the table.
  • Because then it's like, well, we pretty much are playing a one-player game at this point.
  • Because if it still feels like everyone is contributing a good amount of information and just their overall efforts to the game, that right there is what makes it a more memorable experience versus like this is the most optimal play.
  • Having this much fun playing a co-op, honestly, makes me want to get more small box co-op games.
References (from this video)
No references stored for this video.
Video ssHU52uCSQU Analysis at 1:11 sentiment: positive
video_pk 66521 · mention_pk 162096
Time to Panic video thumbnail
Click to watch at 1:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • It was fantastic.
  • It's really great.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • card ordering — The game involves ordering cards that were face down.
  • cooperative play — The core idea evolved into all players playing against the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think I think Pillars of Fate is the standout as one that got revived.
  • Well, what if the game is just mixing it up and it's all the players playing against the game?
  • Oh man, I love that idea. That's a wonderful idea.
  • It's like 90% of what Time to Panic is now, I think. It was pretty close.
  • And so like that was an amazing example of like an idea that wasn't going anywhere was brought to the bigger team and Zach and Max jammed on it and made something great.
References (from this video)
No references stored for this video.
Video C5Tt2-24u94 Interview at 32:25 sentiment: positive
video_pk 66525 · mention_pk 162104
Time to Panic video thumbnail
Click to watch at 32:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rapid prototyping and development
  • Fun cooperative experience
Cons
none
Thematic elements
  • Timeline game where players try to put cards back in order
Comparison games
none
Mechanics (from transcript analysis)
  • card ordering — Players order cards in a timeline, with some trying to put them back in order and one player trying to mix them up.
  • Cooperative — The game evolved into a cooperative experience where all players play against the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think that the worst thing that we could possibly do is bore you.
  • We're going to make a game that a lot of people don't like and that is totally fine.
  • It's all about the tracks. Just like it's all about the cones. It's all about the tracks.
  • I think that anyone can be a game designer. And so a lot of times they're flexing those muscles that they don't know they have by telling you how to fix your game.
  • I love fusing two things that aren't aren't usually together. That's where you find new.
  • The skill ceiling is pretty high, which is kind of interesting given that it is a dice game and you'd think like, wow, the the variability in the dice rolling uh would make it super variable, but no, like Toby's just better at this game and he's going to beat me pretty often.
  • I want to be like thinking about something the whole time, you know? I want to be doing something.
  • He never wants somebody to mess to mess with his plans. In your games, people mess with plans, which I love.
  • We're really proud of where that ended up.
  • So, it's like, 'Oh, I can't spend I can't spend my coins anymore because that's points. I got to hold on to those.'
  • It's my favorite of our designs. I love it. I'm so happy that it is delivering.
  • I don't want to be that guy [the quarterback]. But I can't stop myself.
  • The fun part is is we don't lose the collaboration because there's literally a phase at the top of everything.
  • It solved another issue for me too, which is I am recognize this myself. I am a quarterback co-op player and I hate that about myself.
  • The breakthrough in that project was how do we make it not feel just like we we pasted this over top of Moonrakers.
  • So, there's there's a resource that literally is you can change the color or you can change the face of any of your dice and and that is a huge strategy and a huge part of winning is manipulating your dice at the right time and saving them for the right moments.
  • The skill ceiling is pretty high, which is kind of interesting given that it is a dice game...
References (from this video)
No references stored for this video.
Video cWiFaPXwLhM Review at 0:02 sentiment: positive
video_pk 65939 · mention_pk 160138
Time to Panic video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Excellent solo and co-op puzzle experience
  • Beautiful artwork on cards and shiny numbered tokens
  • Flexibility with panic levels (mild to total)
  • Simple core rules but deep strategic planning
Cons
  • Co-op communication is limited, requiring careful coordination
  • Not easy to win; punishing but rewarding
  • Panic cards can be frustrating in tough runs
Thematic elements
  • Timing, sequence, and order; humor and panic under pressure.
  • A cooperative, time-ordered timeline puzzle where players arrange cards into a 1-36 sequence (or a truncated 1-3 and 34-36).
  • Puzzly, thinky, with humorous panic events
Comparison games
none
Mechanics (from transcript analysis)
  • Card-based actions — Each card contains a bottom action that affects the timeline or reveals information.
  • Constrained information and signaling — Players have limited knowledge and use tokens to indicate partial information.
  • End-to-end timeline placement — Players place cards on either end of a central timeline to build a sequence.
  • Failure state and scoring — Discarding misfit cards and cutting off out-of-order cards reduces score; total collapse if many are removed.
  • limited communication — Players have limited knowledge and use tokens to indicate partial information.
  • Panic deck and escalation — After each round, a panic card is drawn causing disruptive effects on the timeline.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game is fabulous.
  • It is an amazing solo game.
  • This is a great puzzle.
  • The components are all amazing quality.
  • I love the humor in this. I love the thinkiness of it, the puzzliness of it.
  • If co-op games are your thing, this is definitely a great game to try and work together and get things where they need to go with that limited communication.
References (from this video)
No references stored for this video.
Video PPJWHlKi3do Wolf Pack Discussion at 4:46 sentiment: positive
video_pk 65935 · mention_pk 160135
Wolf Pack - Time to Panic video thumbnail
Click to watch at 4:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Interesting sci-fi time-travel theme with a strong flip side of complexity
  • Includes a game playmat variant for Pillars of Fate as part of the unboxing
  • Small, portable format across several Ivy Studio titles
  • Described as having a solo mode and hard mode options
Cons
  • Seems to be the most complex among the Ivy Studio titles presented
  • Nagging risk of rules being lengthy despite compact packaging
Thematic elements
  • Repairing the timeline by placing events in chronological order
  • Timeline-altering sci-fi/adventure concept involving multiversal agents
  • team-based, puzzle-like coordination across time
Comparison games
none
Mechanics (from transcript analysis)
  • chronological placement — Careful placement of events in chronological order to restore balance
  • Cooperative Game — Team-based play with hard mode option
  • cooperative play — Team-based play with hard mode option
  • solo mode — Hard mode included and solo variant supported
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Pillars of Fate, two-player game. You have two divine beings competing across three ages. Sounds oddly familiar.
  • two divine beings competing across three ages. Sounds oddly familiar.
  • This looks like a pretty quick game.
  • Time to panic along with a Pillars of Fate playmat.
  • This is all about shattering the fabric of time, leaving history in disarray.
  • Your team, an elite group of multiversal agents, must work together to repair the timeline before it's too late.
  • I feel like their production level is exactly what I cover on my on my channel.
References (from this video)
No references stored for this video.
Video -_xuJt3BgBI Review at 12:17 sentiment: positive
video_pk 65927 · mention_pk 160128
Time to Panic video thumbnail
Click to watch at 12:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • cooperative play with accessible rules
  • three levels of panic add variety and pacing
  • pacing allows quick play sessions with grandma or non-gamers
Cons
  • rules can be unclear in places and some interactions may require rulebook reference
  • some activation order questions can be confusing during play
Thematic elements
  • chaotic timeline repair under escalating panic
  • cooperative timeline reconstruction
  • cooperative puzzle with narrative tension and multiple panic levels
Comparison games
none
Mechanics (from transcript analysis)
  • cooperative play with four-card hands — Players manage a hand of four cards and perform actions to repair the timeline.
  • panic cards and escalating difficulty — Panic cards introduce chaotic effects; three difficulty levels exist (mild panic, panic, total panic).
  • timeline card placement and ability activation — Play a card into the timeline, then perform the card's ability; activate adjacent cards as required.
  • timeline resolution and scoring — The timeline must ascend; the final assessment counts mistakes and aims for zero to achieve a perfect score.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Uno reverse card on steroids.
  • I absolutely loved the god cards
  • It’s basically Uno reverse card on steroids.
References (from this video)
No references stored for this video.
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